Druid

Arialora Toralamae's page

72 posts. Alias of Brian Minhinnick (RPG Superstar Season 9 Top 16).


Classes/Levels

HP: -2/12 | AC: 12 / T: 12 / FF: 10 | Fort: +5, Ref: +4, Will: +3 (+2 vs enchantments) | R. Touch: +2 | CMB: -1, CMD: 11 | Init: +2, Perception: +7

About Arialora Toralamae

Female elf kineticist - magus (spell dancer) gestalt 1
N Medium humanoid (elf)
Init +2; Senses low-light vision; Perception +7
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Defense
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AC 12, touch 12, flat-footed 10 (+2 Dex)
hp 12 (1d8+4)

Fort +5, Ref +4, Will +3; +2 vs. enchantments
Immune sleep
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Offense
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Speed 30 ft.

Ranged fire blast +2 touch (1d6+1)

Melee fire rapier -1 touch (1d6+1 fire) (move action or 1 burn)

Special Attacks arcane pool (+1, 4 points), spell combat

Magus (Spell Dancer) Spells Prepared (CL 1st; concentration +4)
. . 1st chill touch (DC 14), vanish (DC 14)
. . 0 (at will) arcane mark, daze (DC 13), detect magic

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Statistics
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Str 9, Dex 14, Con 16, Int 16, Wis 12, Cha 10
Base Atk +0; CMB -1; CMD 11

Feats Point-blank Shot

Traits classically schooled, scholar of the great beyond

Skills
Artistry (philosophy) +4
Craft (bookbinding) +5
Craft (calligraphy) +5
Craft (glass) +5
Heal +5
Knowledge (arcana) +7
Knowledge (planes) +8
Linguistics +4
Perception +7
Profession (engineer) +5
Profession (astronomer) +5
Profession (scribe) +5
Spellcraft +8 (+10 to identify magic item properties)

Racial Modifiers +2 Perception, +2 Spellcraft to identify magic item properties

Languages Celestial, Common, Draconic, Elven, Gnome, Sylvan

SQ burn, elemental focus (fire), elven magic, kinetic blast, spell dance, wild talent (kinetic blade)

Other Gear 128 gp, backpack, a bedroll, a belt pouch, a flint and steel, ink, an inkpen, an iron pot, a mess kit, rope, soap, a spell component pouch, torches (10), trail rations (5 days), waterskin, spellbook.

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Special Abilities
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Wild Talents
Kinetic Blade
Element universal; Type form infusion; Level 1; Burn 1
Associated Blasts any
Saving Throw none
You form a weapon using your kinesis. You create a non-reach one-handed or light weapon in your hands formed of pure
energy or elemental matter.

Use this form infusion as part of an attack action or full-attack action to make melee attacks with this weapon, which deals
your kinetic blast damage on each hit (applying any modifiers to your kinetic blast’s damage, including your Constitution
modifier or half your Constitution modifier as normal, but not your Strength modifier), and disappears at the end of your turn.

The weapon deals the same damage type that your kinetic blast deals, and it interacts with AC and spell resistance as normal for
a blast of its type.

Arcane Pool +1 (Su) (4/4) At 1st level, the magus gains a reservoir of mystical arcane energy that he can draw upon to fuel his powers and enhance his weapon. This arcane pool has a number of points equal to 1/2 his magus level (minimum 1) + his Intelligence modifier. The pool refreshes once per day when the magus prepares his spells.

Burn 1/round (1 nonlethal/burn, 6/day)At 1st level, a kineticist can overexert herself to channel more power than normal, pushing past the boundaries that are safe for her body. Some of her wild talents offer her the option to accept burn in exchange for a greater effect. For each point of burn she accepts, a kineticist suffers one point of nonlethal damage per character level.

This damage cannot be removed by any means without a full night’s rest. A full night’s rest removes all burn and all associated nonlethal damage. A kineticist incapable of suffering nonlethal damage cannot accept burn, and a kineticist can’t choose to accept more than 1 point of burn in a single round. This limit rises to 2 points of burn at 6th level, and it rises by 1 point of burn for every 3 levels thereafter. A kineticist can never choose to accept burn if it would put her total points of burn over her Constitution modifier + 3, though she can be forced to accept more burn from a source outside her control.

If she has both hands free, as a move action, a kineticist can visibly gather energy or elemental matter around her, allowing her to reduce the total burn cost of a wild talent used in the same round by 1 point (to a minimum of 0 points). If she takes any damage while gathering power and before the kinetic blast that releases it, she must make a concentration check (DC = 10 + damage dealt + effective spell level of her kinetic blast) or lose the energy in a wild
surge that deals her 1 point of burn.

Fire Blast (Sp) You unleash a gout of flickering fire to burn a single foe as a ranged touch attack. If you hit, the target suffers an amount of fire damage equal to 1d6 + 1/2 your
Constitution modifier (1d6+1). This damage increases by 1d6 for every 2 kineticist levels you possess beyond 1st. Spell resistance applies.

Spell Combat (Ex) At 1st level, a magus learns to cast spells and wield his weapons at the same time. This functions much like two-weapon fighting, but the off-hand weapon is a spell that is being cast. To use this ability, the magus must have one hand free (even if the spell being cast does not have somatic components), while wielding a light or one-handed melee weapon in the other hand. As a full-round action, he can make all of his attacks with his melee weapon at a –2 penalty and can also cast any spell from the magus spell list with a casting time of 1 standard action (any attack roll made as part of this spell also takes this penalty). If he casts this spell defensively, he can decide to take an additional penalty on his attack rolls, up to his Intelligence bonus, and add the same amount as a circumstance bonus on his concentration check. If the check fails, the spell is wasted, but the attacks still take the penalty. A magus can choose to cast the spell first or make the weapon attacks first, but if he has more than one attack, he cannot cast the spell between weapon attacks.

Spell Dance (+10 ft/round, +2 AC vs attacks of opportunity) (Su) At 1st level, a spell dancer gains the ability to expend 1 point from his arcane pool as a swift action to gain a +10 enhancement bonus to his movement rate and a +2 dodge bonus to Armor Class against attacks of opportunity provoked by moving through threatened spaces for 1 minute. For every four levels beyond 1st, the spell dancer gains another +10 enhancement bonus to movement and +2 to AC against attacks of opportunity provoked from movement. At 5th level, once per spell dance as a swift action, the spell dancer may use one of the following on himself as a swift action: blur, fly, or haste. These abilities last for 1 round. At 9th level, the spell dancer may instead take a swift action to use dimension door as a spell-like ability once during a spelldance. At 13th level, the spell dancer may instead choose to take a swift action to gain freedom of movement for 1d4 rounds.

This ability replaces the magus's ability to expend points from his arcane pool as a swift action to grant any weapon he is holding magic bonuses for 1 minute.

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Arialora Toralamae
Description
Ht:6'0"
Wt:140 lbs
Age:112
Hair:Blonde
Eyes:Verdant Green
Skin:Coffee-stained bone

Background:
Arialora was born in the elven realm of Kyonin, in the city of Greengold. Her father Therahel is a wizard, and her mother Marenni is a spell dancer. Arialora represents the fourth generation in her family line since the elven return to Golarion from Sovyrian. So far each generation of Toralamaes since the return has yielded a male heir, strong in wizardry. Her great grandfather, Alamael, was in the first generation of returners. He was a magical craftsman. He put his skills to good use during the initial war with Treerazor’s forces, arming the elves of Kyonin with magical steel, bows, and wondrous items. Further than doing his patriotic duty, Alamael’s work founded the family fortune. His son (Arialora’s grandfather) was named Cyrrion. Cyrrion continued in his father’s line of work after the war, crafting magical items for commission in Iadara. He eventually worked his way into the good graces of many in the royal court, crafting their weapons, armor and other magical gear. He was one of the first elves to push for interaction with the world outside Kyonin. Cyrrion lived just long enough to see his dreams realized in the plans for building the town of Greengold. Therahel took up his father’s dream and was one of the first elves to move to Greengold. He set up a small magic item shop there, and has been in operation ever since.

Marenni is not Therahel’s first wife. He married a noblewoman in his youth, but abandoned her after their union failed to give him a child. His bachelor years after his first marriage allowed him to concentrate on his work, and his shop became quite successful. Combined with his inheritance, Therahel was far from a poor man.

He met Merenni in his sixth century, when she commissioned him to enchant her rapier. She was only 200, and had come to Greengold to set up a small academy to teach elven sword arts to the locals, and foreign visitors who were interested. Therahel was captivated by Marenni due to her mastery of the elven system of magical combat known as spell dancing. For him magic was a theoretical pursuit, experimentation leading to unchanging recipes. It was enchanting items and craftsmanship. It was more science than art, a static thing to be discovered. For Marenni, magic was art. The way she moved with her rapier, incorporating the somatic gestures of her spells into her sinuous, deadly thrusts and slashes incited passion in the old elf. Therahel began to court her, and soon they got together.

After a short time Marenni became pregnant, and the couple decided to marry. While she was pregnant she was assisting Therahel with his work. One day there was terrible accident during an elemental binding ritual the couple were performing, due to sabotage by a jealous business rival of Therahel’s. The binding backfired, and there was an explosion of pure magical energy from the elemental plane of fire. The blast killed Marenni, but Therahel was able to save Arialora. Thankfully, Therahel had the means to have Marenni raised from the dead, and the new family went on with their lives, thinking the terrible incident behind them. (Kineticist powers source)

Therahel, though older than he expected, was thrilled to have a child. Being a wizard of some means, he had an extensive library in their home. He immediately began to raise her in the same way he was raised, namely with the maximum amount of time devoted to study of the arcane as possible. However, though Arialora was clever, after a decade or so it became clear that she was not meant to be a wizard. She had the mental facility for the work, but she lacked the interest (spellcraft, knowledge (arcana)). She had too much of her mother in her. She could not bring herself to spend all her time and intellect on pursuing the intricacies of high arcana. Therahel loved his daughter, and did not force her path. He gave her permission to learn anything she wanted, as long as she never stopped learning. In her twenties, Arialora spent a lot of time studying the various works on philosophy contained in her father’s library, which helped to cement her worldview (neutral alignment, artistry (philosophy)). Around the time she turned thirty, Arialora took up calligraphy. She was a keen student of language and after mastering Elven written art, she moved on to learn Taldane from the human traders in town. Then she learned Celestial, Draconic, Gnome, and Sylvan through self study Craft (calligraphy), languages).

She also manifested unusual control over the element of fire at this time. Her parents were worried at first, but they put her strange abilities down to the explosion during the pregnancy. With a little training, Arialora was able to control the abilities just like any other magic, with gestures and spoken words. During the mandatory weapon training all elven children take part in, she learned to make weapons temporarily manifest out of fire. Arialora can feel that such tricks are only the beginning of her potential abilities (Kinetic Blade Wild Talent).

Arialora wanted work, and her facility with script and language earned her a position as an aide to the Dockmaster, taking registration and information about incoming and outgoing ships, and keeping a written record (Profession (Scribe), (Bookbinding)). Arialora loved this work, as it exposed her to people from all over Avistan and sometimes even beyond. She learned many things about the world during this time, and her curiosity grew ever greater. She would pester any foreigners she could for stories of their homelands and the outside world. It was through these inquisitions that she met a Katapeshi astronomer who told her of the Great Beyond.

He had come to Kyonin because he’d seen ancient rumors that the elves used to be masters of the study of space, and other worlds, and was seeking evidence of their work. Arialora had always loved looking up at the stars at night. She knew very little about the subject but agreed to help the man. His name was Ackbar Lakkhan. Arialora and Ackbar spent decades searching through scrolls and parchment fragments. Arialora used her elven blood and family name to get access to any records or libraries she could, and over time they began to make some progress. The problem was, the ancient records were scant. All that was extant were a few scraps here and there, just hints of what the ancient elves had achieved (Knowledge (Planes)).

They decided to pick up where the ancients had left off. Using her ability to manifest flame, Arialora learned to make glass lenses, and began to craft telescopes with Ackbar’s help (Craft (Glass), Profession (Astronomer, Engineer)). They continually improved their designs until they were making telescopes good enough to conduct real research. The pair began tracking celestial bodies, and keeping painstaking records. The more they studied, the more Arialora became convinced that one day she must travel to another planet. It felt like her destiny.

Currently, Arialora is over 100 years old. She’s already lived longer than most humans, and she’s never even left Kyonin. It is nearing her age of majority, and she is eager to get out and see the world. In preparation for her eventual exodus, Arialora now divides her time between learning the art of spell dancing from her mother, taking care of the family business’s books, and helping the now elderly Ackbar observe the heavens. Her father is also in poor health, nearing the end of his time on Golarion. She knows the time will come soon when both her father, and her father figure will pass on to the Boneyard to face their judgement. After that time, she will be free to leave Kyonin behind, and follow her curiosity wherever it takes her. In the meantime, she hones her skills and dreams of the stars.